Thanks again, Oji.
I've started to get a good idea of how to make the playerclasses and voices appear.

What I DONT know, is why Reprid and the Mole don't have ANY voices to select from.
My guess is that its because they are not classified as "Male", "Female", Or "Boss", but theyre own Metaclass?
If you find out any further information on what I could be doing wrong, please let me know.

UTNerd24 wrote:What I DONT know, is why Reprid and the Mole don't have ANY voices to select from.
My guess is that its because they are not classified as "Male", "Female", Or "Boss", but theyre own Metaclass?

Some of their selections didn't workout for me either, so I manually put voicepacks into my Xbots setup for each one.

Kinda weird how the skins are there own class rather than using Mole as the source.

But Thanks for the ints. Should make this much easier. What's SelectionDude anyway? Is that their animations in Player Setup? They already animate for me.

EDIT: Turns out they're not as Passive as you claimed them to be. Yes, They do, on occasion simply monitor a target without retaliation, but It seems that, as intended, they will fight what they see.
I can honestly see myself using these in my new XBots roster. Expect possible gameplay screenshots soon!

Aha. So essentially they are animation scripts for the models when being selected.

Well, I'm proud to say that I've Successfully ported all the classes to UT! When I get the time, I'll probably upload some pics to the Screenshots for Fun thread.
However, If anyone finds a workaround to the models having no voices, I'm all ears.

Once again, Oji, Grins, All of you... THANK YOU <3

This is why I love this community: you're all willing to lend a hand.

EDIT: It seems that when I change the voices via XBots as Grins Suggested, they revert back to the original voice when a game starts.

UTNerd24 wrote: EDIT: It seems that when I change the voices via XBots as Grins Suggested, they revert back to the original voice when a game starts.

That's odd as now I only change bot or player classes, skins, voices, etc by manually editing the User.ini or the XBotsLists.ini and that works fine.

Which ones (models) do that? Can you post a sample of what you have put in XBotsLists.ini for one of them (for VoiceType and BotClasses)? What original voices do they revert to (when you say original you mean what?)? Is there anything in your UT.log that might shed light on this?

The other lines were intact, Just the voice was removed.
Is it possible that the voices are "Built-In" to the bots?
I mean, this IS a Total Conversion we're talking about here, so its highly probable there are coding methods present that are not familiar with the good ol main game.

EDIT: Looks like editing the User.Ini did the trick. But How will I be able to do this with Bots 33 and beyond? Yeah... I use allot of different custom bots for... Immersion... I think? But yeah. It is rather headscratching.

and similarly for females (changing VoiceMale to VoiceFemale). The voice will show up in the selection windows for both classes of bots/players.

I played briefly as the NCFemale without a voice and, in-game, was using the Male2 voice - then added a female voice (not the NC one) in User.ini and that worked OK - checked the User.ini after the game and the female voice was still there. Also played as a Mole and that used the Male2 voice as well.

Checked the UT.log and saw this "ScriptLog: **** NeoCairo.UTCheck - Changed Class to Botpack.TMale2" - so that explains the male voice but this change of class does not appear to affect the model (still played as Mole, etc).

The other thing I've noticed is that in the default properties of the NC players/bots (in TeamOrbit.u), the VoicePackMetaClass is always the same as the VoiceType. So, for example, for the NCM1 the VoiceType is TeamOrbit.VoxMale1 and the VoicePackMetaClass is also TeamOrbit.VoxMale1. However I think this is wrong as all 6 of the voices extend Botpack.VoiceBoss. This may explain why the voices don't show up in the player/bot voice selection box.

You could try the following

1 Open up TeamOrbit.u in the UEd (having made a back-up just in case)
2 Take any one of the players and bots (say NCM1 and NCM1bot) and alter the VoicePackMetaClass to Botpack.VoiceBoss and save the .u file
3 See if any voices appear in the voice selection box for the player and bot - if they do, then that confirms that it is this default property that prevents voices showing up

1 Open up TeamOrbit.u in the UEd (having made a back-up just in case)
2 Take any one of the players and bots (say NCM1 and NCM1bot) and alter the VoicePackMetaClass to Botpack.VoiceBoss and save the .u file
3 See if any voices appear in the voice selection box for the player and bot - if they do, then that confirms that it is this default property that prevents voices showing up

You see, thats the thing. I kinda wanted to alter the core files so it has the UT voices by default, but A. I have the Steam version of UT meaning that Unreal Ed is out of the question, and B. Even though TO isn't exactly the most active Dev group in the community, I kinda think that they won't appreciate their work being altered for ones specific desires. I wouldn't say it's "Legal issues", its more like spraying a mustache on the DM-Tutorial angel pictures.

I have been given the instructions on how to fix Unreal ED before, but seeing how it requires a SEPARATE instance of the game, I'm afraid ill have to pass. I know that comes off as "Lazy" in a way, But I don't think I could muster jumping through all these hoops for one sole objective. Its reasons like that I actually praise Modders like you for having the skill and patience to figure this stuff out.

So We're more or less at limbo at the moment, but what matters is, for the most part, I got what I needed. If anyone has any further discoveries/updates, I'm all ears.

UTNerd24 wrote: Its reasons like that I actually praise Modders like you for having the skill and patience to figure this stuff out.

So We're more or less at limbo at the moment, but what matters is, for the most part, I got what I needed. If anyone has any further discoveries/updates, I'm all ears.

I'm certainly not a modder nor do I have any particular skill.

I did try what I suggested earlier but what I thought might be a default property is not and can not be easily edited in UEd. In fact, the TeamOrbit.u code is obfuscated and can't be viewed in UEd, though it can be decompiled by UTPT.exe.

The only other thing I can think of, and you may be doing this already, is to put all the TeamOrbit bots you want to use in the list in User.ini - provided that, as you have suggested, the voice type isn't altered or removed in-game.